Targeting Help? or Dutch Needs Help?

One of my local players decided to take on “Video Gamer”, the list that was created as part of the Squad Building Series I wrote. He had read over the articles and decided to take a swing at a counter. So he went a slightly different route to get to his list which is fine. He started with a specific ship Dutch Vander. Though he messed it up slightly, lets take a look and see what happened here.

So this was his list:

B/SF-17 Bomber, Crimson Squadron Pilot – 25

Accuracy Corrector – 3

Targeting Synchronizer – 3

Crossfire Formation – 2

Total: 33

Y-Wing, Dutch Vander – 23

Chopper – 1

Extra Munitions – 2

Bomb Loadout – 0

Twin Laser Turret (TLT) – 6

Guidance Chips – 0

Ion Bombs – 2

Total: 34

T-70, Red Squadron Veteran – 26

R2 Astromech – 1

Pattern Analyzer (PA) – 2

Push the Limit (PTL) – 3

Integrated Astromech – 0

Total: 32

Analysis:

The list is at 99 points. Question is can you find the error(s) in the list itself? Take a few moments to really look at the list an analyze it carefully. You can see what he’s wanting to do by capitalizing on Target Locks and creating a small amount of action efficiency for his squad.

Here lets point out the flaw(s) in the list I’ll highlight them in Red and some questionable options in Purple:

B/SF-17 Bomber, Crimson Squadron Pilot – 25

Accuracy Corrector – 3

Targeting Synchronizer – 3

Crossfire Formation – 2

Total: 33

Y-Wing, Dutch Vander – 23

Chopper – 1

Extra Munitions – 2

Bomb Loadout – 0

Twin Laser Turret (TLT) – 6

Guidance Chips – 0

Seismic Charge – 2

Total: 34

T-70, Red Squadron Veteran – 26

R2 Astromech – 1

Pattern Analyzer (PA) – 2

Push the Limit (PTL) – 3

Integrated Astromech – 0

Total: 32

My thoughts:

Dutch wants to use his action to target lock, or needs some way to get Target locks without using his action. If Dutch wants to regenerate his shields he has to give up his action to use Chopper. With no other way to get Target Locks Dutch’s skill is wasted here along with all the upgrades.

Take a look at all the questionable stuff. With or without Chopper, is Dutch trying to get in to use those Bombs? Does he need them? No, he has a Twin Laser Turret, he wants nothing to do with getting too close. So spending 4 points where they are not needed is not helping the cause. Lets get those points doing something that will benefit us.

The Bomber, has been turned into a poor mans Command ship. It doesn’t have the ability to use crew to help with action economy, it’s not laying down massive damage or even bombs to control the point of attack. It’s acting like a bit of a blocker roll and saying if you’re shooting at my target you can borrow my lock if you need it. That is a lot of points (33) to spend on a ship not contributing a whole lot.

Then there is the reliance on Accuracy Corrector. Don’t get me wrong consistent damage is not bad. However, without other things to make it meaningful (such as an AutoBlaster Cannon/Turret) it may not do enough and certainly not fast enough to improve things if you get behind the damage race. Taking a proper command ship/or reallocating those points is likely a smarter play.

Other Players Thoughts:

Here is what Magnus Grendel from the Fantasy Flight Gaming forums has to say. “If Dutch is the main guy using both his target lock and the ‘free’ target lock on the bomber, his synergy is great but he’s primarily just helping himself via a second ship, and you’re essentially duplicating the effect of marksmanship (1 full mod on both shots in exchange for your action).

If Dutch gets wasted in the first volley, the bomber still chucks out 2 hits a turn, the X-wing still gets focus and target lock, and the bomber still gets crossfire formation and can focus to protect itself without impacting its damage output.

The accuracy corrector bomber is one I’d like to mess around with myself – I think Targeting Synchroniser is the right choice, because whilst 2 hits is nice, it’s nothing terrifying, so your main job is a nigh-immovable block of hit points passing target locks to your friends. A problem is that if you’re target locking, you’re not focusing, and if you have synchroniser, you don’t have advanced optics – so crossfire formation isn’t actually that useful.

Dutch does overcome this, but as noted, he’s then eating two target locks per turn, and you’re essentially just using him to duplicate an effect that could be achieved with R2-D6 and Predator on a Gray Squadron Pilot generic, without caring if the bomber gets shot down.

The other point of non-synergy is Chopper – Chopper requires an action, and if you’re using your action to regenerate shields with chopper, then Dutch isn’t target locking. Chopper is a great card for someone like Horton, who doesn’t need his action to provide effective fire.”

Revamping without destroying:

So lets rebuild a bit and see what happens. I’ll keep Dutch per the original creator’s idea as the Hero ship. So 23 Points, and a nifty pilot trait: After acquiring a target lock, choose another friendly ship at range 1-2. The chosen ship may immediately acquire a target lock. Free actions for a friend, always a nice thing to get.

The T-70 X-wing is solid. I might also look at some T-65’s just to be all Rebels. However, I won’t discount the T-70 as a viable option for sure. They are some of the more stout ships the Resistance/Rebels have currently. So another 21-24 points depending on what I need to fill in with.

So currently we have a Bomber and an Escort. Esege Tuketu, could be an option in the K-wing but that’s another 28 points. Lets keep looking a moment and see what we get. From the K-wing to the HWK. This is a truer command ship and both do similar things if I use Kyle Katarn. Kyle also has Access to the Moldy Crow Title. He can hold onto any and all Focus Tokens as long as he doesn’t spend them. Hmm and Kyle is another Turret Carrier. So lets run with this.

Build the Hero:

Dutch ideally wants something that is going to allow him to make use of his target lock with some meaning and perhaps compensate for a very weak dial. He also wants an Astromech that will either make the Y-wing better or at the very least give Dutch a chance for more target Locks. So options could be : Flight-Assist Astromech, R2, R5-K6, Targeting Astromech, and R7-T1. I’m going to go Ion Cannon and R5-K6. The Ion Cannon for some control allowing Dutch to get behind a target and continue to target lock if needed without worry of retaliation. I’ll add vectored thrusters as well to help Dutch deal with Range control if he needs to. The BTL – A4 title is entirely optional.

Dutch Vander – Y-wing : 23

Ion Cannon Turret – 5

R5-K6 -2

Vectored Thrusters. -2

So a Respectable 32 Points so far. Lets keep going.

Wingman – Please

Kyle Katarn, gets the Moldy Crow for sure. Lets grab a Recon Specialist, which gives me two focus tokens when I take a Focus Action. Another Ion Turret, more so because additional control elements and possibly shutting down a large base ship with 2 Ions if needed. Pulse Rayed Shields. If I’m in need of regenerating my shield. 34 Points though so far, lets hold off on an EPT and see what if anything is left.

Kyle Katarn – HWK-290 – 21

Ion Cannon Turret – 5

Moldy Crow – 3

Recon Specialist – 3

Pulsed Ray Shield – 2

The X-wing. The basic T-65 X-wings would ideally see us grabbing Luke or Wedge or Wes. The issue is building in the action economy they want and need is going to push us over the points. Lets look at T-70’s. The original build isn’t bad honestly. At 32 points I could see us giving Kyle an Elite Pilot Talent that could be interesting. However, some of the other pilots really have built in action economy if we use them correctly. So I’m going to upgrade to Snap Wexley. He Gets a free boost if he does a 2, 3, or 4 speed maneuver, free actions are beautiful! Lets add a Flight Assist Astromech, for a combo of free actions with Boost and barrel Roll if he’s off target. Advanced Optics is also really good for action efficiency and as the other threat he may need to fight on his own.

So here is Snap Wexley so far.

Snap Wexley T-70 X-wing – 28

Advanced Optics

Flight Assist Astromech

Round out the List

So I have 3 points left after all is said and done here. I can do a number of different things now. Integrated Astromech is nice on a T-70, though avoiding damage all together is nicer. Auto-Thrusters here since I have the points is sensible. That leaves me with one point. Plenty of options for 0 and 1 point EPT’s. Giving Kyle trick shot isn’t a bad idea on the Ion Cannon Turret through obstructions. Going to give Snap Adrenaline Rush. being able to Talon Roll or K-turn without the stress. Having an open dial to continue with next round is huge. Additionally it allows his boost to happen and then additionally a Target lock or Focus if his Advanced Optics is empty somehow.

So final List:

Dutch Vander – Y-wing : 23

Ion Cannon Turret – 5

R5-K6 -2

Vectored Thrusters. -2

Kyle Katarn – HWK-290 – 21

Ion Cannon Turret – 5

Moldy Crow – 3

Recon Specialist – 3

Pulsed Ray Shield – 2

Trick Shot – 0

Snap Wexley T-70 X-wing– 28

Advanced Optics – 2

Flight Assist Astromech – 1

Auto Thrusters – 2

Adrenaline Rush – 1

Total 100 points.

Dutch and Kyle want to stay within range 1-2 of each other as much as allowable without being overly Predictable. Dutch hands Kyle Target Locks. Kyle hands Dutch Focus tokens so both get double mods. Snap should be pretty self sufficient as a flanker with so much built in action economy. Stress isn’t a big issue as K6 just acquires a new lock if Dutch spends his. Kyle should have a stack of Focus and only spends what he needs as Dutch or Snap shouldn’t be using a ton if they don’t need to as well.

For Movement order, you should be fine as long as Kyle moves before Dutch. Kyle activates at the start of the Combat Phase so Dutch can use his Thrusters if he is a bit too far from Kyle and needs a Focus and to stay near a target.

Other Options:

Dutch can do a FAA with the BTL-A4 title and fights a bit more like an X-wing honestly. With a double Tap from his Cannon and Primary Weapon he has a higher damage ceiling. This also could mean dropping down to Synced Turret with BTL-A4 and pairs nicely with Y-wings in general. You then Free up a point or two for something somewhere else. Perhaps if Kyle also goes with Synced turret for damage out put you can load up a bomb or upgrade Kyle’s EPT.